Seltyiel

The Blur's page

13 posts. Alias of Vrog Skyreaver.


Full Name

The Blur

Race

Wildrunner

Classes/Levels

Monk (Martial Artist) 7 | Alchemically Quickened Aegis (Aberrant) 6 | Trickster 3

Gender

Male

Size

Medium

Age

22

Alignment

Neutral Good

Languages

Common, Elven, Draconic

Occupation

Adventurer

Strength 12
Dexterity 26
Constitution 14
Intelligence 14
Wisdom 22
Charisma 10

About The Blur

The Blur: Wildrunner monk 7 | Alchemically Quickened Aegis 6

Race (Wildrunner):

Type: Humanoid (human) 0rp
Size: Medium 0rp
Speed: Normal 0rp
Ability Score Modifier: Flexible (+2 Dex/+2 Con) -2rp
Language: Standard 0rp

Ability Score: None 0rp
Defense: Fast Healing 1 -6rp
Feat and Skill: None 0rp
Magical: None 0rp
Movement: Fast x4, Fleet-Footed -13rp
Senses: Darkvision 60' -2 rp

Alchemically Quickened Template:

Quick/Rebuild Rules: The creature's base speed increases by 10 feet, and each round in which it moves more than 10 feet, it also gains the effect of a blur spell until the start of its next turn.

Combat Info:

HP
AC 29 (10 base, 1 armor, 8 dex, 7 wisdom, 2 natural, 1 dodge), T 26,
FF 20
BAB 6
Init +14
Fort +9
Ref +15
Will +13

Speed 170' (+30' for 1 hour w/a mythic point)

Unarmed Strike +13/8 to hit; 1d8+7 damage; x2 crit.
Flurry +12/12/7 to hit

Skills:

Acrobatics r7 +18/+81 jump
Autohypnosis r7 +16
Heal r7 +16
Escape Artist r7 +18
Perception r7 +16
Sense Motive r7 +16

Traits:

Reactionary, Devoted Healer

Feats | Mythic Feats:

Dodge, Fleet, Mobility, Speed of Thought, Spring Attack, Stunning Fist, Up The Walls, Weapon Finesse | Dual Path (Champion), Mythic Spring Attack, Mythic Weapon Finesse

Class Features:

Monk:
Archetype: Martial Artist
Flurry of Blows
Unarmed Strike 1d8
Evasion
Fast Movement +20'
Maneuver Training
Pain Points
Exploit Weakness
Martial Arts Master
High Jump
Extreme Endurance
Physical Resistance

Aegis
PP: 15
Archetype: Aberrant
Vim (at will)
Transformed Body (Brawn, Hardened Strikes, Darkvision)
Customization Points 9 (Speed x5, Nimble x2)
Intimidate +2
Damage Reduction 3/-
Reconfigure
Psionic Form

Gear:

+2 cloak of resistance
Necklace of Adaptation
+1 Bracers of Armor

Mythic Features:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than 28.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 9 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Trickster Attack: Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Champion's Strike[:/b] Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

[b]Path Abilities:
Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Master Dilettante (Ex): You gain a +3 competence bonus on all untrained skill checks. You can attempt all skill checks untrained, even if the skill normally cannot be used untrained.

Enhanced Ability (Ex): You gain a +2 bonus to Dexterity.